#include <dali/internal/update/rendering/scene-graph-texture-set.h> // for OwnerPointer< TextureSet >
#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
#include <dali/internal/update/render-tasks/scene-graph-camera.h>
+#include <dali/internal/update/render-tasks/scene-graph-render-task-list.h>
#include <dali/internal/render/shaders/scene-graph-shader.h> // for OwnerPointer< Shader >
#include <dali/internal/render/renderers/render-property-buffer.h>
#include <dali/internal/event/rendering/texture-impl.h>
* @pre The layer is of derived Node type Layer.
* @pre The layer does not have a parent.
* @param[in] layer The new root node.
- * @param[in] systemLevel True if using the system-level overlay.
* @post The node is owned by UpdateManager.
*/
- void InstallRoot( OwnerPointer<Layer>& layer, bool systemLevel );
+ void InstallRoot( OwnerPointer<Layer>& layer );
/**
* Add a Node; UpdateManager takes ownership.
*/
void RemoveObject( PropertyOwner* object );
+ /**
+ * Add a newly created render task list.
+ * @param[in] taskList The render task list to add.
+ * @post The render task list is owned by UpdateManager.
+ */
+ void AddRenderTaskList( OwnerPointer<RenderTaskList>& taskList );
+
+ /**
+ * Remove a render task list.
+ * @param[in] taskList The render task list to remove.
+ */
+ void RemoveRenderTaskList( RenderTaskList* taskList );
+
// Animations
/**
/**
* Sets the depths of all layers.
* @param layers The layers in depth order.
- * @param[in] systemLevel True if using the system-level overlay.
+ * @param[in] rootLayer The root layer of the sorted layers.
*/
- void SetLayerDepths( const std::vector< Layer* >& layers, bool systemLevel );
+ void SetLayerDepths( const std::vector< Layer* >& layers, const Layer* rootLayer );
/**
* Set the depth indices of all nodes (in LayerUI's)
// Messages for UpdateManager
-inline void InstallRootMessage( UpdateManager& manager, OwnerPointer<Layer>& root, bool systemLevel )
+inline void InstallRootMessage( UpdateManager& manager, OwnerPointer<Layer>& root )
{
// Message has ownership of Layer while in transit from event -> update
- typedef MessageValue2< UpdateManager, OwnerPointer<Layer>, bool > LocalType;
+ typedef MessageValue1< UpdateManager, OwnerPointer<Layer> > LocalType;
// Reserve some memory inside the message queue
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::InstallRoot, root, systemLevel );
+ new (slot) LocalType( &manager, &UpdateManager::InstallRoot, root );
}
inline void AddNodeMessage( UpdateManager& manager, OwnerPointer<Node>& node )
new (slot) LocalType( &manager, &UpdateManager::RemoveAnimation, &animation );
}
+inline void AddRenderTaskListMessage( UpdateManager& manager, OwnerPointer< SceneGraph::RenderTaskList >& taskList )
+{
+ typedef MessageValue1< UpdateManager, OwnerPointer< SceneGraph::RenderTaskList > > LocalType;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::AddRenderTaskList, taskList );
+}
+
+inline void RemoveRenderTaskListMessage( UpdateManager& manager, const RenderTaskList& constTaskList )
+{
+ // The scene-graph thread owns this object so it can safely edit it.
+ RenderTaskList& taskList = const_cast< RenderTaskList& >( constTaskList );
+
+ typedef MessageValue1< UpdateManager, RenderTaskList* > LocalType;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) LocalType( &manager, &UpdateManager::RemoveRenderTaskList, &taskList );
+}
+
inline void AddPropertyNotificationMessage( UpdateManager& manager, OwnerPointer< PropertyNotification >& propertyNotification )
{
// Message has ownership of PropertyNotification while in transit from event -> update
* Create a message for setting the depth of a layer
* @param[in] manager The update manager
* @param[in] layers list of layers
- * @param[in] systemLevel True if the layers are added via the SystemOverlay API
+ * @param[in] rootLayer True if the layers are added via the SystemOverlay API
*/
-inline void SetLayerDepthsMessage( UpdateManager& manager, const std::vector< Layer* >& layers, bool systemLevel )
+inline void SetLayerDepthsMessage( UpdateManager& manager, const std::vector< Layer* >& layers, const Layer* rootLayer )
{
- typedef MessageValue2< UpdateManager, std::vector< Layer* >, bool > LocalType;
+ typedef MessageValue2< UpdateManager, std::vector< Layer* >, const Layer* > LocalType;
// Reserve some memory inside the message queue
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::SetLayerDepths, layers, systemLevel );
+ new (slot) LocalType( &manager, &UpdateManager::SetLayerDepths, layers, rootLayer );
}
inline void AddRendererMessage( UpdateManager& manager, OwnerPointer< Renderer >& object )